It is now possible to test-fire world cracker on habitable (but uninhabited) planets in your space

Added tier 5 Dark Matter thrusters that can only be gained by scavenging Fallen Empire ships

Transcendent Learning ascension perk has been added to the game, and it increases leader level cap and empire leader cap

Megastructures resources are now affected by country modifiers

Ship sizes now have a default combat behavior and will prefer computers of that type if auto-generated (Picket for Destroyers, etc)

Added some more logic for making sure ship auto-complete doesn't switch your desired combat role

Space stations now use the country_mult modifier instead of the tile_mult modifier and no longer get the tile_add modifier

When a new ruler is elected, the previous ruler that was elected out of office (if alive) will now attempt to take over the job that was opened up by the newly elected ruler, assuming the leader class matches. Back to the mines, Mr. Ex-President.

Occupation no longer contributes to War Exhaustion, but instead is displayed as a separate factor in war overview, to make it clearer what you need to do in order to enforce demands

War Overview no longer attempts to calculate a winner in battles, but simply displays war exhaustion gained by each side

Marauder raiding fleets are now neutral to everyone except their intended target

Added event that lets countries with a Chosen One become a Divine Empire

Adjusted fleet formations so that titans try to position themselves more in the middle of a fleet and avoid face-tanking the enemy

Grasp the Void ascension perk has been added to the game. It increases starbase capacity by +4

Increased max starbase capacity to 100

Ether Drake Hatchling and Psionic Avatar can no longer be merged into other fleets or assigned leaders

Assist Research is no longer researched by technology, and is instead unlocked by a tradition

Implemented scriptable starbase building and module AI with first pass scripting

Forcing an empire to adopt your ideology will now also pull them out of any Federation they are part of, and revoke all their claims on you and your Federation allies and subjects

Added two new mid-game society techs, one for Hive Minds and one for Machine Empires, that substantially boost resource production

Reworked difficulty modes completely. The new difficulty modes are:

Ensign: AI has virtually no advantages or cheats (no economic, military or research benefits at all, only very minor advantages such as cheaper gene-modding)

The Colossus/Stop Colossus CB no longer invalidate all other CBs, and are now explicitly based on having a Colossus rather than just the tech to build one

FTL inhibitors now have different frames (regular, dark red, green) depending on whether their owners are hostile or allied to you, which should make it more immediately apparent when a FTL inhibitor in a system is actually blocking your progress

When ordering a ship to move to a system, the ship will now automatically enter orbit of the star instead of just idling near it

Added new events with positive effects that sometimes trigger if you neighbor Marauders

When a planet is occupied, the occupier now gradually spawns a garrison force to hold and defend it. Unless destroyed by battle or bombardment, the garrison force remains until the planet is either annexed or reverts to the owner's control

Wormhole Stabilization is now also researchable if any known (playable) empire has researched it first

Clicking 'new fleet' in fleet manager now selects the new entry and opens the add design menu

Combat computers now tell you the actual range the ship will attempt to hold at during combat

Fleet manager now clearly displays when fleets are at full strength

Added "Eye of Hawking" black hole name

Ringworlds are now unlocked by the Galactic Wonders ascension perk, and the Circle of Life perk has been removed

The Erudite trait now enhances leaders with additional traits in a similar way to Psionic or Cyborg

Admiral now always dies when last ship in fleet is destroyed and there are no disengaged ships to move to

Drone Mining Lasers are now a bit worse against hull and a bit better against shields

Broken and shattered planets spawned on galaxy generation can now have deposits

Thrusters now cost different amounts of minerals and give different amounts of evasion based on which ship size they are for (corvette thrusters are cheaper and add more evasion, etc)

Reduced cost of hiring Marauder leaders to 2000 energy

Militarist ethics now gain -10%/-20% war exhaustion gain instead of army damage bonus

Technologies that reduce claim cost now also decrease war exhaustion gain

Having an enclave in your border now gives +1 opinion per year instead of +1 opinion per month, as the latter made all other opinion boosts rather meaningless

Increased opinion bonuses for ally of ally and mutual rivals

Increased opinion penalties of allying rivals

Tributary wargoal is now a bit easier to enforce

Reduced War Exhaustion per ship and army killed

Combat computers now give evasion_mult instead of evasion_add

Asteroid Sighted can no longer pop after the first 50 years, to avoid it happening in large sprawling empires with limited time to respond

First pirate event now tells you the system where they are based

Increased time limits of all Special Projects requiring a ship in orbit (new minimum is 3 years)

Federation fleet is now limited to an absolute max naval capacity of 500

It is now possible to get the gateway activation tech if you know any other empire that has the technology

You now get war exhaustion a bit slower while fighting a Liberation War

When a Federation enforces ideology on an empire, that empire now gets opinion boosts with the entire federation

AI Empires now gets pirates

Normalized unique Leviathan building costs. Ether Drake Shrine, Dragonslayer Monument, and Stellar Devourer Trophy now all cost 800 minerals and take one year to build

Post-Apocalyptic civic starts with a more balanced home world, because even Max Rockatansky cannot live on gasoline alone

The "Scout" Admiral trait will now first appear after Gravitic Sensors tech has been researched

Global Pacifier and Neutron Sweep can now be used to neutralize Prethoryn infested worlds

Added a 20 year cooldown before the AI can hire a Marauder raid against the same target again

Increased combat disengage chance for Titans

Increased max number of Titans from to 3 to 20

Resource Replicators mineral production increased from 30 to 40

Raised starbase max cap to 999

Raised naval max cap to 9999

Psionic Shields can no longer be reverse-engineered

Purifiers, Devouring Swarms and Exterminators can now be spontaneously raided by Marauders, and can also offer tribute

The Wraith will now spawn at the mid-game date set in the galaxy settings, rather than 40 years after its host star is surveyed. The Wraith will not spawn if its star has not been surveyed before the mid-game date

Opinion modifier from Hallowing a Fallen Empire's Holy World no longer decays

Added a lot more resources to the non-Cybrex Precursor home systems

Post-Apocalyptic start now has an extra food deposit under a tile blocker

Assimilators can no longer pick the Machine Worlds ascension perk

Assimilators now get the same technology as Hive Minds (producing all resource production) instead of the normal Machine Empire tech that boosts robot resource production

Precursor home systems are now much more likely to spawn inside or close to the borders of their discoverer

Reduced the strength of rampaging trees to a less Entish level

Increased war exhaustion gain from battles and planetary destruction

Reduced torpedo bonus damage against armor to +50% (from +100%)

Reduced autocannon bonus damage against shields to +50% (from +100%)

Increased range and firing speed of point defense

Habitats now cost 200 influence each

Reduced tech cost per system from 2% to 1%

Raised base tech costs

A Synthetically Ascended Empire's factions will no longer care about Synth Envy

Swapped cost/maintenance of clone and slave armies

Removed the penalties for high war exhaustion. Once a war side reaches 100% war exhaustion, there is now a 24 month timer that starts ticking down. Once the 24 month timer has ended, it is now possible to force a status quo peace. It is possible to mod out forced status quo and mod back in penalties if desired

Tradition scaling cost has been increased, reducing rate of acquisition

Reworked distance trigger. It now works: distance = { source = <target> min = 50 max = 120 type=<hyperlane/euclidean> uses_bypass=<yes/no> bypass_empire=<empire> min_jumps = 2 max_jumps = 10 }" ); type = hyperlane/euclidean (hyperlane by default) uses_bypass: yes/no (yes by default) whether to use bypasses (wormholes/gateways) when evaluating distance bypass_empire is used to determine what bypass can be used. This parameter is ignored if uses_bypass=false if unset, bypasses will be ignored min_jumps and max_jumps work the same as min/max, except in number of jumps instead of distance units. These parameters are ignore if 0, or if the type isn't hyperlane

Colony ships now also get reduced ship cost if there is a modifier for it

Fixed a bug where tradition cost did not increase per planet, but rather cost per system twice instead

Fixed issue where Prethoryn Defeated happiness modifier was not applied to militarists correctly

Fixed a crash when sorting the war logs more than once

Crashfix when trying to send a message that couldn't be created

You can no longer stop the building of other empire's robot

You can no longer save a ship design if that name is already used by a ship design for another ship size

Fixed a bug where polytechnic education tradition effect did not match tooltip

Fixed so that expansion traditions adopt bonus is now the same for all types of empires, instead of using the old value for hive minds and machine empires

Contingency sterilization hubs can now be properly neutralized by World Crackers and Global Pacifiers

Fixed species being able to spawn with Serviles trait

Fixed Colossus and Containment CBs not being correctly applied

No longer possible to lose a rival you're at war with due to strength differences

Growing pops are now always killed when a planet is bombarded into a tomb world

Fixed a bug where Prethoryn could end up with non-infested planets which could not be bombarded

Fleet capacity now displayed correctly for fleets that should not have any. Also, the "open fleet manager" button in the fleet view is disabled for fleets that the player does not have a fleet template for (alliance fleets)

2.0.4

Feature

Added new events to notify you when the construction of Gateways has concluded

Added Will to Power unity ambition that gives +5 influence/month

Fleet view now consolidates ships into their ship size (with breakdown of ship classes available in tooltip) rather than showing each design individually, making fleet view less of a visual mess and not misleading players with numbers like 20/0 corvettes

No longer possible to decrease ship design count in fleet manager when a ship is waiting for upgrades

Scaled difficulty is now a separate setting from difficulty, so a game with Scaling and Grand Admiral will have AI empires start at no bonuses and scale up to full Grand Admiral bonuses at the end-game start date

Colossus now shows progress for charging weapon in the outliner

World Cracker can now be test fired on uncolonized habitats, ringworlds & tomb worlds

Ion Cannons no longer auto-upgrade (as they are designable)

Winning a force ideology war will now pull the target out of any federation they are a member of

Ideology war goal text now informs you of Ruler resigning and being forced out of Federation

Max hyperlanes is now 2.0x, as there was functionally no difference between 2.0x and higher

The Erudite trait now helps multiple leader types in different ways, similar to Psionic or Cyborg

Balance

Increased ship upkeep reduction for Fallen/Awakened Empires

Increased primitive Sol spawn chance

Ion Cannon no longer has a power cost for its weapon component

Reduced firing speed on Colossus from 90 to 30 days. Reduced weapon charge time on Colossus from 270 to 90 days

It is no longer possible to use a Total War wargoal as your defensive wargoal against an attacker that isn't also using a Total War wargoal

Disabled Starbases no longer inhibit FTL of hostiles

Awakened Empires now get more resources but also more effect from decadence

Assimilators can no longer have rivals, and get tradition swaps for traditions relating to claims or rivals

Ground combat collateral damage now has a higher chance of adding blockers

Reduced damage output and raised cost of Xenomorph armies

Festival of Worlds now costs 5000 energy rather than energy, minerals & influence

Psionic Shields are now stronger than Dark Matter Deflectors, rather than the other way around

Added some food when Fallen Empires awaken, to prevent early starvation

Traditions

Master Builders now only gives +50% megastructure build speed (down from +100%) but increases the size of any Habitats owned by that empire from 12 to 15 (retroactively applied on any habitats of size <15 built before taking the perk or later conquered by the empire with Master Builders)